Quake Live has released an update to both the client and the server today. Servers and clients will both need to update as the changes are not compatible between versions, and older servers will be de-listed from the server list. Here's the list of changes:

To celebrate 20 years of Quake, we’re pleased to announce this year’s official tournaments to be held August 4-7, 2016 in Dallas, TX in the Wedgwood Ballroom at the Hilton Anatole Hotel.

Players from around the globe will once again come together to compete for their share of $25,000 cash in the QUAKEWORLD 2on2 Team Deathmatch Open and the Quake Live masters will be invited back to battle for the 2016 title in the QUAKE LIVE Duel Masters Championship.

Official QuakeCon 2016 Tournament details and registration information can be found below:

The QUAKEWORLD 2on2 TDM Open will feature a competition for up to thirty-two (32) two-player teams battling it out in a double elimination bracket and best-of-three games format. Teams who come out on top will share prizes of $25,000, including $12,000 for the team of champions.

To register for the QUAKEWORLD 2on2 TDM Open, interested competitors can visit the QuakeCon tournament area on-site in the Wedgwood Foyer from 10:00am to 6:00pm CDT on Thursday August 4th for participation availability.

Our last QUAKE LIVE Duel Masters Championship was in 2014, and since then we’ve upped the ante a little bit. The QUAKE LIVE Duel Masters Championship will once again feature known professionals and top QUAKE LIVE competitors in an exclusive tournament. Up to thirty-two (32) of the world’s best QUAKE LIVE players, hand selected by veteran tournament staff from the open online registration, will face-off in the 1 vs. 1 duel for $25,000 in a double elimination bracket, with each match played in a best-of-five-games format. In the end two competitors will remain and thousands will gather to watch as these two best-of-the-best survivors go head-to-head in a single elimination, best-of-five-games throw-down with a $12,000 check written to the champion.

Competitors can register for the Intel QUAKE LIVE Duel Masters online now through April 26th at: quakecon.challonge.com.

We proud to announce that in addition to our Dell sponsorship for our wonderful Alienware X51 tournament machines, this year we have also forged a partnership with BenQ who will be providing monitors for use in the official QuakeCon tournaments.

Today we have released a small update for QUAKE LIVE. As of today, several of the classically "premium-only" features have been cycled into the realm of standard-content for everyone to enjoy.

In the coming updates we will now be adding new features for our subscribers to enjoy, but we felt that now was a good time to begin making some of our long standing perks available to everyone who plays. In addition to this we've also included a number of small fixes and improvements.

New overhead teammate indicators (friendly triangles) that relay teammate health status
Reduced default cg_drawHitFriendTime to 100ms to better suit the new icon system
New teammate death icon to clearly distinguish hurt teammates from dead teammates under the new health icon system
Teammate crosshair names now use the same health color indicators as the new overhead icons
Don't display dead teammate icons in FreezeTag (as their frozen icon will be present)
Broadcast a power-up pickup chat message to inform you who picked up a freshly spawned power-up
Crosshair hit style now defaults to damage colors.
cg_drawCrosshair was defaulting to different values in cg_main and ui_main, they now both default to "2"
All clients will now use cl_maxpackets 125.
Print when an admin passes or vetoes a callvote.
Fixed a bug that would add marks to the surface of thin volumes of liquid near an impact. (Reported on Terminatria)
Fixed crosshair 14's broken alpha channel
For the nostalgic ones, added the original Q3 crosshairs: 20-29
Minor fixes to the UI/HUD files
Fixed a lot of non-power of two textures that were reported to be causing issues.
Added Start-a-Match commands to tab auto-complete
No longer default to using forced bright models.

We are happy to announce today a change to our subscription service. Effectively immediately, we have permanently lowered the price of Pro subscriptions and are no longer selling Premium subscriptions, bringing us down to one subscription level. We have some additional changes in the pipeline for the coming weeks and months, but wanted to get this first step out as soon as we could. Be sure to follow us during QuakeCon, as we will have some more Quake Live related news to announce there!

We are no longer selling new Premium subscriptions and tokens, and will begin to only sell Pro subscriptions at a reduced price. We have also removed the option for 6 month subscriptions as they are the least popular out of all subscriptions. We are making this change in order to simplify our offerings, and in preparation of some future changes to Quake Live.

Nothing. We will continue to renew your Premium subscription at the current prices, until we are unable to renew your Premium subscription for any reason. At that point, you will only have the choice to purchase a new Pro subscription. Unused Premium tokens will still redeem to your account as Premium time.

QuakeCon 2014 will take place at the Hilton Anatole in Dallas from the 17th to the 20th of July 2014.

The PCPartPicker QUAKE LIVE® Capture the Flag Open will feature 4 vs. 4 competitions for up to sixteen (16) teams battling it out in a double elimination bracket and best-of-three games format. Players who come out on top will share prizes of $20,000, including $8,000 for the team of champions. Following the playoffs, the top two teams will then face off in a climatic showmatch where an additional $2,000 will be up for grabs.

The entirety of the CTF Open Playoffs will be conducted in the Wedgwood Ballroom tournament area, including a full/true Double Elimination finals. Later that night following the conclusion of the tournament, the top two teams from the Playoffs will then compete in a single map showmatch. The victors of the showmatch will claim an additional $2,000.

Registration for the QUAKE LIVE CTF Open is from on-site sign-ups. Interested parties please visit our tournament area on-site at QuakeCon in the Wedgwood Foyer from 10:00am to 1:00pm CDT on Thursday July 17th for participation availability. Official rules are available in the downloadable PDFs below…

More news concerning the QuakeCon 2014 Quake Live CTF Open is on the horizon, but with time passing we wanted to release some news on the map pool so that teams could begin narrowing their focus to certain maps. So without further ado, here is our 7 map pool consisting of a mix of old, new, paced, and fast maps for the CTF Open:

Campgrounds Intel:
Hot on this morning's QuakeCon news of Intel's sponsorship of the Quake Live Duel Masters Invitational Championship, we're pleased to introduce players to a special time limited offering made possible thanks to the generosity of Intel. For the next three months, Campgrounds: Intel Edition will have a place in our standard arena rotation for everyone to enjoy. This newly built and themed version of our beloved Campgrounds is adorned with bits of tech and a fun intel blue and white color palette. We hope you enjoy their gift in the months leading up to QuakeCon 2014.

Arkinholm:
Designed by the TDM all-star, Richard 'noctis' Gansterer, and detailed by Chad 'Despair' Younger, Arkinholm is a brand new arena, set in a sprawling gothic medieval village. Players will find themselves winding through alleys and corridors through the various outdoor market areas holding not only fresh fruits and vegetables, but also weapons and items. A Quad Damage is available, but only for those travelling into the seedy underworld, suspended in the middle of a swamp. Arkinholm is also great for Free For All, and Clan Arena matches.

Dead and Gone:
From author David 'SgtGhost' Levesque comes 'Dead and Gone', one of Rocket Arena 3's most recently widely requested small Clan Arena levels. Taking place in one open room, players will find themselves going for the high ground. Be aware of the middle of the arena, however, because a lone jumpad will expose your backside to those creeping along the ledges. Dead and Gone is also available for small Free For All matches.

Hen House:
Rocket Arena 3 mapping legend Till Merker, author of Theatre of Pain, Evolution, and Thunderstruck, has graced us with another of his works. From his ra3map12 collection 'Frag Like an Egyptian' comes a new treat for large CA fans, Hen House. Don't expect to be cooped up in this arena, however, as the rooms are large and open, rewarding those who can rocket jump and strafe jump through its hallways. Players experienced with the railgun will find themselves an easier time here, as there are plenty of opportune sniping spots. Hen House also plays great in Domination.

McSarges:
Ferdinand 'cityy' List, creator of Cure and Silence, brings us another Duel arena for our enjoyment. This alternate-reality western mining town is where Sarge has took up shop to fund an escalating war between the locals. McSarge's is a very tall arena with a lot of nooks and crannies to navigate through. You'll want to control most of the major items, found along the bottom floors of the arena, especially the very potent Lightning Gun, Yellow Armor, and Mega Health area. Otherwise, run on over and grab the Red Armor, Rocket Launcher, and Green Armor, also within easy reach. McSarge's also plays great in Free For All.

New Cerberon:
Straight from the pages of the Mapping Corner forum, we're pleased to bring you 'New Cerberon'. From the up and coming designer EmeraldTiger, New Cerberon heralds the first look at the Strogg's recreation of their fallen capital following the vicious war between the Strogg and the Global Defense Forces. Their knack for oddly symmetrical designs happens to work out great for gladiators teleported in for Capture the Flag action, with a classic base design that can be attacked in different low, medium, and high routes. Between the bases lies an open area holding various smaller items, and a Rocket Launcher, although plenty of angles exist for players who have grabbed the Railgun.

Added new server admin commands: Mute and Unmute
Remaining time on dropped power-ups will now decay when the "/droppowerup" command is used.
CTF flags no longer auto-return when a carrier uses "/kill".
Added options for Respawn Timers on the competition spec HUD, So that casters can disable yellow armor timing in team games.
Added 144Hz and 240Hz display refresh options to the menu.
Fixed a logic bug that allowed some players who did not have the desired privileges to call "/timein".
Round countdowns increased from 7 to 10 seconds.
Dynamic lights are no longer disabled with "r_vertexLight 1". Toggle dynamic lights with "r_dynamicLight".
Limit cointoss parameters to heads or tails (or blank).
Server join passwords no longer write to configs.
Custom values of "r_lodBias" now save to config.
Fixed some non-power-of-two textures reported on Intervention that would pop & distort at certain distances.
Updated Premium Icon for in-game premium scoreboards.
Fixed Xaero's skin; the body was improperly lit.

QuakeCon 2014 will take place at the Hilton Anatole in Dallas from the 17th to the 20th of July 2014.

The Intel® QUAKE LIVE Duel Masters Invitational Championship will feature known professionals and top QUAKE LIVE competitors in an exclusive tournament. Up to thirty-two (32) of the world’s best QUAKE LIVE players, hand selected by tournament staff from the open online registration, will face-off in the 1 vs. 1 duel for $20,000 in a single elimination bracket, with each match played in a best-of-five-games format. With two competitors remaining, thousands will gather to watch as these two best-of-the-best survivors go head-to-head in a single elimination, best-of-five-games throw-down with a $9,000 check written to the champion.

Monastery:
From Mike 'g1zm0' Burbidge's Rocket Arena 3 creations Three Story and Cannery, comes a new arena Monastery. Set in the bowels of broken hallowed grounds, Monastery possesses two outside courtyards and a slew of tattered structures surrounding a tall broken tower. Designed for large Clan Arena matches, Monastery also comes brewed with Free for All and Freeze Tag support.

Shaken Not Stirred:
Making its long awaited return from Rocket Arena 3 comes Shaken Not Stirred. Designed by Adam Bellefeuil, author of the Liquid Blue RA3 quadrilogy (Electric Head, Somewhat Damaged, Window Pain, and Shaken Not Stirred), this abandoned mountainous spring water base expands upon our smaller CA arena, Seams and Bolts, making it better suited for large Clan Arena matches (4v4 & up). Shaken Not Stirred was also forged with support for Free For All, Freeze Tag, as well as a checkpoint Race course.

City Crossings:
Making its way to QUAKE LIVE from Threewave CTF, City Crossings follows on the success of author Dan "Scancode" Gold's acclaimed works Spider Crossings and Future Crossings. City Crossings winds through the interior of a tall futuristic cityscape. The flag base sits below a tall rooftop perch where defenders can protect their carrier. The two cities come to a dramatic clash lacking a true middle ground. Players must protect both the tight choke point in mid as well as their perimeter Regen room if they wish to keep their base safe. City Crossings is available in all flag-based gametypes, and Race.

Divine Intermission:
A fun aside to play between the more competitive matches, Divine Intermission reminds us that this is all just fun and games. Inside this cathedral two teams will spawn armed with only shotguns and grenades. and clear view of the enemy's flag. See who can race between the spray of pellets and 'nades to be ordained victorious. Divine Intermission is available in all flag-based gametypes, and Race.

The March 2014 Standard arena rotation is now online. On the first Monday of each month, we will be cycling the Standard arena pool. Rather than only having access to the same standard arenas day in and day out, each month we will now feature 26 arenas selected as playable for Standard-level matches.

Newly released arenas will remain exclusive for at least three months, but every other arena is eligible to be included in the cycle.

Today's release is a maintenance update to address a small number of exploits revealed in recent weeks, as well as address an outstanding issue in our spawn code which would result in server crashes when a match had more players than spawn points. Toss in an important bot update to restore their ability to proper switch weapons when out of ammo, and some callvote validation checks and we have a nice little update to test out our first scheduled update since moving to a standalone client.

-Fixed an exploit in the autodownload system that could cause players to respawn without penalty.
-Fixed an exploit that would allow players to score lower in Race than they normally would.
-Fixed an exploit in the callvote system that would allow players to empty the server.
-Round based games, such as Clan Arena, will no longer crash when the server has more players than spawn points, and the map has no team spawn points to fall back on as a last resort.
-Bots will now switch weapons after running out of ammo.
-Removed 'Connection Interrupted' message that occurs after a map_restart under normal connectivity conditions.

If you are a Quake professional or enthusiast and plan on attending QuakeCon 2014 (July 17-20 in Dallas, TX, USA) to compete in the official tournaments, we are now issuing Letters of Eligibility for attendees needing documentation to secure their visa.

We have issued these letters for several years to 3-5 competitors, but if you are attending for the first time or are not familiar with the process, just email me (syncerror@idsoftware.com) with the following information to receive your letter:

Phrantic was really well received in both CPM and in Quake 4, but as everyone knows, it hasn't been too popular in Quake Live, even in PQL.

Personally, I'm pretty happy that the map author swelt wanted to stick with a Q4 geometry style, but the current map doesn't appeal to players for various reasons (not interesting enough geometry, fighting space is cramped compared to the CPM versions, the Q4 geometry was designed for crouchsliding, not a lot of head room for air control, etc).

We're happy to announce that in addition to recently going standalone, Pro subscribers may now host matches for standard users on all seven Premium game modes, including Freeze Tag and Domination.

We tested this out last weekend, and we've decided to make the change permanent. More game modes for our Free-to-Play users, as well as a larger player base for our Pro Subscribers who wish to host Premium game modes!

We are excited to announce that QUAKE LIVE will be transitioning out of a web browser and into a standalone, downloadable game by the end of this year.

Over the past few years, browser support for plugins such as QUAKE LIVE have dropped off significantly, causing problems for plugins to operate in a consistent and working manner. With the recent announcement of Google Chrome's roadmap to turning off plugin support and the upcoming changes in Firefox, it seems that now is the time to make the transition.

Once we go live with this change, you will log in to the site as you normally would. From there you will be presented with a prompt to download the new QUAKE LIVE Launcher. The launcher will automatically keep your game up to date before loading. Once inside, you’ll will be greeted with the website, embedded directly into the game itself. From here, the interface will look and operate similarly to how it does today, but the game will already be running and ready to connect to a match.

This change will allow us to have greater control over the game environment, and more tightly integrate the game with the online components going forward. Some of these benefits will be apparent from day one: getting in and out of games is a smoother experience, and you will be able to view server pings from the match browser before joining the game to better judge connection quality.

Will I have to re-download the game?
For players who already have QUAKE LIVE installed, the transition will be quick. You will download and install a small launcher, and it will update your existing installation files.

When will this update be released?
While we don't have a specific date yet, we expect to release before the end of the year. More specific dates will be given as we get closer to release.

How can I be involved in testing?
We are taking applications to beta test the standalone client from current subscribers. Please see the thread in the Subscribers Only forum for more information, and to sign up.

What will happen to the website? (www.quakelive.com)
Certain functions will remain available on the website even after the update is released. Players will be able to manage certain account settings, view profiles, manage clans, and even launch Pro matches from any web browser. NOTE: Managing and chatting with friends, viewing the match browser, and joining games will require the game to be open.

Will I keep my player stats?
Yes, player stats will transition along with the standalone version of the game.

Will there be Mac/Linux support?
We will be unable to support Mac and Linux clients with this transition. While we have reports from our testers that the game works through emulation or virtualization software, we are unable to support native Mac and Linux versions. If you’re using Mac and Linux and have a paid subscription, you will only be able to access the game using emulation or virtualization software.

Future Crossings:
Making its way to QUAKE LIVE from Quake 3 Arena, Future Crossings makes its debut from author Dan "Scancode" Gold. As the name implies, Future Crossings takes place in a futuristic space base. The flag sits alone in the middle of the base on the mid-level, surrounded by both higher and lower ground, making for unpredictable escape routes. Teams will fight for the Quad Damage in the middle, with armor serving as a sniper roost for people wishing to ply their Railgun skills. Future Crossings is now available for play in all flag-based gametypes and Race.

Gospel Crossings:
Gospel Crossings is a Capture the Flag arena that takes the fight to multiple levels of a gothic cathedral. Created by Dan "Scancode" Gold, Gospel Crossings is another classic CTF arena returning to QUAKE LIVE. Defenders will find a multitude of ways in and out that they have to defend, especially the jumppad leading from the bottom level behind the flag. A Quad Damage is up for grabs in the middle, but a fog pit is the only thing waiting to greet players. Gospel Crossings is available in all flag-based gametypes, Domination, and Race.

Railyard:
Railyard has been rebuilt from the ground up, new exclusively for QUAKE LIVE. Formerly known as Silly Railings by Dan "Scancode" Gold, Railyard is a small Capture the Flag arena where all the action takes place in one room. Stacks of crates are available for cover, with jumppads behind them for popping up and railing. Nothing but some abandoned railroad tracks separates the two teams. Railyard is available in all flag-based gametypes, Race, and definitely excels for small One Flag CTF matches.

Fixed a force model bug with Orbb that would cause him to not scale properly.

Fixed a crash that occurred when attempting to play the optional training skill test.

Improved tracking of g_startingHealthBonus and g_weaponRespawnTime when callvoting between rulesets.

Added timeout/pause support to RACE.

Fixed "in in" typo in the race finish message.

Death POI icons now scale according to cg_drawFriendMaxWidth and cg_drawFriendMinWidth.

Network cvar changes:
- 'rate' now defaults to '25000' and is a latched cvar, requiring a game restart before a new value can take effect.
- 'cl_maxpackets' now defaults to '125' and is a latched cvar, requiring a game restart before a new value can take effect.

Delirium:
- Added 3 x 25 hp
- Added 2 extra spawns for duel, and another 2 more for TDM/FFA
- Added elevator to lower YA area
- Fixed LG->RA teleporter not working in TDM
- Replaced stairs with elevators at RA and MH areas
- Opened up lower RA area
- 2-way teleporter at RA changed to 1-way
- Lower YA teleporter now exits at upper MH
- New teleporter in mid which exits at the old YA teleporter exit
- Some areas re-made for a cleaner / different look
- Weapon clip added to bumpy ground to increase effectiveness of rocket splash damage
- Lots of small tweaks to make the map faster and more fluid

Eye to Eye:
- Increased spawncount to prevent server crashes in large team games.

Yesterday's Intel Quake Live Duel Masters was full of exciting matches and moments captured by the colorful and insightful FACEIT coverage team. Rapha remains standing in the Duel Masters bracket after an intense match verse DaHang who has been pushed into the lower bracket alongside Evil and ZeRo4 who face off Saturday afternoon when the Duel Masters resumes.

In the 20th Anniversary DOOM Challenge JKist3 leads in the winner's bracket awaiting to the results of the Saturday lower final match between DevastatioN and DemonSphere.

Today the action continues with the Quake Live Clan Arena 3v3 Open. A small single elimination feeder began this morning at noon to fill out our 16 team double elimination bracket that will be beginning today at 13:30 CDT. The FACEIT tournament coverage continues at twitch.tv/QuakeCon. Tune in!

QuakeCon 2013 will take place at the Hilton Anatole in Dallas from the 1st to the 4th of August 2013. Tournament coverage will be provided by FACE IT, represented by our official QuakeCon shoutcasters: Dan "ddk" Kapadia and Xavier "zoot" Dhorne.

The Intel® QUAKE LIVE® Duel Invitational Masters Championship will feature known professionals and top QUAKE LIVE competitors in an exclusive tournament. Up to thirty-two (32) of the world’s best QUAKE LIVE players, hand selected by tournament staff from the open online registration, will face-off in the 1 vs.1 duel for $18,000 in a double elimination bracket, with each match played in a best-of-three-games format. With two competitors remaining, thousands will gather to watch as these two best-of-the-best survivors go head-to-head in a single elimination, best-of-five-games throw-down with a $9,000 check written to the champion.

The QUAKE LIVE® Clan Arena 3v3 Open will feature 3 vs. 3 competitions for up to thirty-two (32) teams battling it out in a single elimination bracket and best-of-three games format, with the two top teams advancing to a best-of-five Grand Final. Teams who come out on top will share prizes of $6,000, including $3,000 for the team of champions.

The 20th Anniversary DOOM® Challenge will feature old school DOOM II gaming. Battling for a share of prizes, including $1,000 for the champion, players will compete in sixteen player Free-For-All matches that will qualify 32 players for the single elimination bracket, where each match will be played in a best-of-three-games format.

Map Pool:
Dwango5Map1
Dwango5Map7
Judas
King
SSL2

Players can register for the Intel QUAKE LIVE Duel Masters online. Registration for the QUAKE LIVE Clan Arena 3v3 Open and the 20th Anniversary DOOM Challenge is first come, first served, on-site registration only. Interested parties please visit the tournament area on-site at QuakeCon from 10:00am to 3:00pm CST on Thursday, August 1st for tournament registration.

Brand new to QUAKE LIVE is the Race gametype, which puts a non-combat spin on Quake. Players race against the clock and each other to earn the fastest time. Race takes place on both deathmatch and CTF arenas, challenging players to race from checkpoint to checkpoint taking the most efficient route. Players spawn using PQL physics, which allows for enhanced air control, and a wider variety of movement, topped with higher speed potential. A Rocket Launcher and Plasma Gun are also made available to navigate the tricky bends and turns. Matches end when the timelimit is reached, and the player with the shortest run is declared the winner.

In addition, we are running Standard Race matches, available to both free and paid QUAKE LIVE players. These matches will be running all 43 arenas currently supported by the Race mode, and can be voted to at will. Standard players joining these matches will be able to try the mode and practice running through the courses, however they will not be able to record times or complete matches. This will not count against the Standard player's stats, and being invited to a Pro Race match will work as usual. We hope players enjoy Race, and can't wait to see the videos and tricks everyone discovers!

Delirium:
Created by Terminatria author Russell "bst" Vint, Delirium is a Duel arena set in a futuristic facility. The arena consists of three levels, connecting through large, curvacious hallways. Delirium is larger than the typical Duel arena, benefiting players that can navigate through rooms quickly, and cutting off your opponent to prevent them from grabbing Yellow and Red Armors. Best suited for 2 to 6 players, Delirium is also playable in small Clan Arena and FFA matches.

Fuse:
Fuse, created by Ferdinand "cityy" List is a Duel arena new to QUAKE LIVE. A mixture of outdoor and indoor areas, the action in Fuse takes place primarily in three different rooms, connected on multiple levels. Duelers will find themselves attempting to control a Yellow Armor, Red Armor, and Mega Health. Fuse features a lot of thin ledges, useful for trickjumping or ambushing opponents below. Fuse also plays great in FFA, 2v2 TDM, and Clan Arena modes for matches between 2 and 6 players.

Golgotha Core:
Golgotha Core is a large Free For All arena, featuring a health and armor generator for players looking for a quick boost. Large rooms built with long lines of sight favors those who love the Railgun. A power-up heavy arena, you'll want to control either the cycling Haste/Invisibility, and Quad Damage, both located in the bottom of the space. Made for 4 to 12 players, Golgotha Core is also playable in Clan Arena, Freeze Tag, Domination, and Red Rover modes.

Pillbox:
Pillbox is a brand new Capture the Flag arena with fast captures and fast action. Defenders have a couple of tricks at their disposal, including a pressure plate to activate a crusher to stop camping enemies, and a bridge that drops into the lava that also houses a Mega Health. Attackers can take the rear route into the base, and pop a few grenades down a hatch that routes to the flag. A power-up in the midfield ensures the defense can't play too far back. Designed for 4v4 play, Pillbox can be played with 2-5 players per team, and also supports One Flag, Harvester, Domination, and Attack & Defend.

The new Invite Monitor, accessible from above the friends-list while connected to a match, is a more transparent way to handle invites to Premium and Pro matches. Players can see at a glance which invites are currently active for the match, and are given the ability to revoke invites. Match owners will be able to see who invited everybody, and revoke others' invites at their own discretion. Standard guests are also shown, allowing players to see who is currently on through an invite. Finally, a manual invite button at the bottom allows players to invite other players by name.

In addition to the new Invite Monitor, we have changed the invite system so that revoking an invite to a Standard player on a Premium match will cause them to be removed from the match after the end of the current match. The length invitations are active has been lengthened from 15 minutes to three hours, after which you will have to re-invite players.

Team Overhead Icons Updates - The friendly triangles now change from yellow to orange when a teammate takes damage, and from orange to red when a teammate dies. You may control how long the red triangle marker remains at the place of their death with cg_drawDeadFriendTime (0-5000 ms)

New CA Round Won messages note how many players were on the winning team, or if only one player was left standing, notes how much health they had remaining.

Round Draw Tie Breaker options for CA: Draws by Health, Draws by Living options in Start a Match under Gametype Settings.

Fixed the pause or timeout admin commands in round-based gametypes when used during round countdowns.

Added CA and FT support to our CTF arenas. While these arenas will not appear in public match arena pools, they are now optional via Start a Match.

Userinfo flood protection is now enabled again.

Added align support to CG_PLAYER_SCORE, CG_1STPLACE, and CG_2NDPLACE HUD elements, and fixed their alignment behavior within our HUD files. Adjustments may need to be made to custom HUDs utilizing these ownerdraw elements, see our three official huds for examples.

Added two new HUD elements added for RACE, CG_RACE_STATUS and CG_RACE_TIMES, see our three official huds for examples.

QUAKE LIVE Premium Pak 17 is now online. This update features three new arenas from both community members, and a new in-house arena targeted at our Clan Arena mode. We are also announcing our plans to players in response to our recent downtime.

Repent
Repent is a new Clan Arena map from id Software. Set in the bowels of a decaying place of worship, the forgotten elder god who calls this cathedral home has grown angry and jaded towards mankind in his years of solitude. Refusing to be cast aside and banished to the nether realms, he now holds together his decaying cathedral with every ounce of power left in him.

Repent excels in Clan Arena matches ranging from 2v2 up to 8v8, and has unique item layouts and additional support for Free For All, Duel, Team Deathmatch (2v2), Freeze Tag, and Red Rover.

Arcane Citadel
Making a return to their TDM roots the authors of Purgatory and Limbus, 'akm' and 'Yellack', bring us the gothic beauty of Arcane Citadel. Here combatants battle for control between the moon-lit quad courtyard and the perilous battle-suit pit, and with no Railgun in sight, players must fully commit to their fight if they wish to regain control of lost territory. Arcane Citadel also comes with its own mood music, a new sinister sounding music track by re:deep.

Cure
Ferdinand 'cityy' List, the author of Silence, debuts his latest duel arena, Cure, in Quake Live. Cure is set in a mid-century European village where an abandoned post-war sanatorium resides. Twisting halls leading through and between highly vertical multi-tiered alleyways, commonly result in visceral close quarter combat as players stragetically chose their paths through this spacious villa.

Cure has been designed for Duel, and includes additional support for Free For All, Team Deathmatch (2v2), Clan Arena, Freeze Tag, and Red Rover.

Additionally, as a token of our appreciate for your patience through our recent downtime, we are happy to announce the following:

Subscriptions Extended: The expiration date for all subscriptions have been extended by 3 days, to make up for lost time.Free Premium Arena Weekend: We are opening up access to all arenas from Friday, May 10th through Sunday, May 12th. Players will be able to play on all arenas at all membership levels, and our Pro subscribers will be able to launch standard matches utilizing the full array of maps.Accept our Repentance: The new Clan Arena map from id Software, Repent, will be added to this month's Standard Map Rotation and available for everyone to play beginning today.

"The May 2013 Standard arena rotation is now online. On the first Monday of each month, we will be cycling the Standard arena pool. Rather than only having access to the same standard arenas day in and day out, each month we will now feature 24 arenas selected as playable for Standard-level matches.

Newly released arenas will remain exclusive for at least three months, but every other arena is eligible to be included in the cycle."

Premium Duel Scoreboard now preserves match data, addressing issues caused by forfeited matches or disconnected players.
Duels can no longer start with more than 2 players, who were added via the admin 'put' command.
Server admins may no longer use the 'put' command to place more than two players into a match in progress.
Server admins may no longer use of the 'allready' command if more or less than two players are in the match.
Fixed Duel's short name display to read "DUEL" instead of "DM" on the Premium Duel Scoreboard.

Players who die during a round countdown will now immediately respawn alive, rather than be excluded from the round as a dead player.
Inactivity kicks are no longer triggered while dead or frozen.
Players are now dropped after 25 seconds of inactivity in round based game modes.
Fixed players in Freeze Tag from being able to prematurely fire if they respawned during a match or round countdown.
In addition to held power-ups, we now remove dropped power-ups between rounds in Freeze Tag.
Players may no longer use of the 'forfeit' command during round countdowns.
Prevent infected from getting weapons in warmup in Infected Red Rover.
Fixed instaInfected, zombies were spawning with the set Starting Weapons value instead of just gauntlets.
Gametypes that do not allow item spawning will now utilize the best starting weapons order in warmup, if no weapons are present.

Removed /systeminfo command, could be exploited to cause a client crash.
Rail trails are now properly aligned with the gun barrel, taking custom values of cg_gunX/Y/Z into account.
Re-enabled the TeamKill Complaint system.
Fixed an issue that would occur when using a medkit with more than 125HP and firing the weapon in the same frame.
Lightning Gun muzzle point is positioned correctly when crouching.
Fixed clientside prediction errors when using custom values of RampJumpScale.
Weapon Gravity options in Start-a-Match now properly take in account custom values of g_gravity.
Freecam spectating no longer uses a third person offset, and custom values of cg_thirdPersonAngle will no longer break spec cameras.
Smoothed out changes in height/viewheight when the spectatorCam flies into a flight of stairs.
Smooth out viewheight change when crouching while in third person.
Allow +moveup/+movedown on ladders to help dictate direction (ala Q2). This allows you to be looking up as you crawl down the ladder.
Draw "-" on the scoreboard in place of the -999 forfeit score on all scoreboard feeders.
Corrected end game scoreboard messages during a forfeit. "You finished with a score of -999"
Corrected end game scoreboard messages in Harvester, and improved capture messages when only one capture was made.

Aerowalk
- Fixed a hall of mirrors effect on the green armor teleporter.
- Fixed the skywalk ceiling clip exploit.
- Fixed the alignment of the ceiling clips in the lightning gun room and the central atrium.
- Fixed clipping above two door archways.
- Fixed texture alignment on trim of the teleporter exit ledge.
- Made the fencing no longer cast shadows so that you can see the pipe detail work behind them.
- Fixed the mispositioned weaponclip on the fencing near yellow armor.
- Improving lighting, getting rid of the black wall section near the grenade launcher teleporter and the black stair faces in mid.
- Improved the positioning of some of the small ceiling lights.
- Fixed the position of the angled light near high RL.Campgrounds
- Fixed texture alignments on the upper level floors, near both railgun and rocket launcher.Foolish Legacy
- Removed the no-weapon-drop from the waterfog in the megahealth pool.Infinity
- Added a new route from mid to high base rocket launcher.
- Added a ladder connection between the water tube and the new high route.
- Moved the railgun to the new water tunnel ledge.
- Removed one of the spawns near plasmagun and one of the spawns near the mid shotgun.
- Added a wall in the perimeter to give the teleporter pool more cover.
- Added 25hp to the new doorway in mid.
- Added 25hp to the teleporter pool.
- Made water in mid deeper, added underwater route below the bridge.
- Fixed skull dispenser in Harvester.Left Behind
- Removed no-weapon-drop from the waterfog in the railgun pool.Overkill
- Renamed the 'Visor courtyard' to 'Ranger courtyard'.
- Fixed z-fighting in hall near Ranger courtyard.
- Fixed texture misalignment on floor near fog pit.
- Removed some exploitative clips.
- Clipped some exploitative ledges.Quarantine
- Fixed two clips on the staircase between red armor and the back teleporter.Reflux
- Fixed texture alignment on curved brick wall by megahealth.Realm of Steel Rats
- Texture density and alignment fixed on the curved brick walls in the lightning gun, lower rocket launcher, and quad rooms.Space Chamber
- Fixed the inappropriately sized red armor item timer due to a stray 'team' key on the item.Terminatria
- Total Health increased from 525 to 700.
- Total Armor increased from 235 to 280.
- Jump pad behind the railgun area replaced with teleporter
- Quad and Megahealth areas rebuilt.
- Numerous graphical and gameplay orientated tweaks.
- Duel mode added - item and weapons layouts changes, upper Rocket Launcher and Grenade Launcher rooms are blocked off.
- Duel mode: Two way teleporter added at the Lightning Gun.
- Made tesla sfx on teleporter nonsolid
- Replaced cables with a new dark cable version for improved alpha blend
- Fixed trim construction near quad
- Fixed trim construction near lg
- Fixed texture alignment on all volumetric lights
- Fixed wall texture scale behind GA teleporter
- Fixed stair ramps near quad
- Deleted obscured portions of the decorative pipes outside of the arena
- Cleanup, making some structural brushes into detail brushesThe Edge
- Removed the no-weapon-drop from the waterfog in the railgun pool.Wicked
- Fixed duplicate spawn point at RL spawn, which caused an imbalance in the spawn point selection process.

Fixed the 'Air Control' Start-a-Match option.
Fixed the Freeze Tag 'Round Delay 0' Start-a-Match option.
Fixed the 'Teams are tied at 0' team score message.
Round based games once again will kick players after 180 seconds of inactivity, but the new code will now properly accumulates time across rounds, but does not count time dead/froze/paused against them.
Addressed an issue that would perpetuate telefrags in some round based gametypes, when a map had too few spawn points available.
PQL min weaponRespawn cap set to 10

Foolish Legacy
More than just a fan favorite, Foolish Legacy, by Richard 'swelt' Jacques, is often considered the pinnacle of Team Deathmatch design. Buttons, traps, lava, crates, water pools, and two powerups fill this TDM arena. Originally optimized for the QUAKE III Arena mod Challenge ProMode Arena, the arena formerly known in CPMA as 'cpm21' plays masterfully under both the standard and PQL rulesets, and rewards teamwork. Two major paths between power-ups are buttonized traps, requiring teammates to assist keeping the route viable as their comrades traverse them.

Foolish Legacy joins the fray in QUAKE LIVE, and is accessible in Free For All, Team DeathMatch, Clan Arena, Freeze Tag, Domination, and Red Rover.

Use and Abuse
Created by FxR|jude (50chickens), Use and Abuse was inspired by the classic QUAKE 1 arena, The Bad Place. After its debut into the QUAKE III Arena mod Challenge ProMode Arena as 'cpm3a', Use and Abuse quickly became the most iconic battleground for CPM Duel players, and often featured in CPM frag videos such as 'CPMA Done by Vo0'. This two atrium arena features open high ceilings, leading to breathtaking lightning pins and successive mid-air rocket hits in the hands of adept combatants.

Use and Abuse is supported in both standard and PQL rulesets, but excels in PQL Duel.

Wicked
In January of 2000, FxR|jude (50chickens), released a small Duel arena based on some of his previous QUAKE 2 Free For All designs. Over the course of the next year the map grew in popularity, was refined, and made it's first appearance in Challenge ProMode Arena as 'cpm1a': the first official duel map in the CPM map pool. Over the past 13 years, Wicked acted as the first arena most combatants battled on as they were first introduced to CPM Duel gameplay.

Everyone on the QUAKE LIVE team would like to thank FxR|jude for allowing us the privilege of bringing Wicked to QUAKE LIVE, and know that it here too will be a treat for many players who wish to take up the challenge of PQL Duel.

Resolved an issue with the in-game ad system that was causing a delay on join.
Resolved an issue where players could switch teams when the imbalance would be created after the switch.
Resolved an issue where clients were being sent extraneous information during Duel matches.
Instagib demos generated by the AutoAction feature are now prefixed with an "i" before the game type abbreviation.

Today's update introduces the ability to purchase subscriptions in one, three, and six month increments, along with the ability to purchase redeemable gift tokens. It also resolves several issues that have popped up with the arena cycling system over the past month.

* We now offer one, three, six, and 12 month subscription options.
* We now sell one, three, six, and 12 month tokens.
* Added support to show information for multiple subscriptions applied to one account.
* Long names are now ellipsized on the match browser 'Live Game Info' hover info.
* Resolved an issue where the Premium pie chart on the Arenas tab would sometimes disappear.
* Resolved an issue where players who have played more than 100 unique arenas would be missing certain arenas on their Arenas tab.
* Game Summary now notes when a match was using PQL.
* Game Summary & Game Details now properly handle score in forfeit conditions.
* Allow Eliminated Players to Freecam Spectate option added to Start-a-Match for CA and A&D.

* Match servers now properly save and restore duel queue across arena loads.
* Don't show the same arena multiple time if more than one arena doesn't exist (Start a Match, Samplers).
* Better notification between arena voting ending and the next match.
* Server will attempt to choose arenas appropriate for the match team sizes, or eight players in Free For All.
* Server will no longer force a reload of the current arena if it is voted for again.
* On Start a Match matches, the first arena choice will always be the current arena.
* Resolved an issue where players would get dropped for server command overflow while on the voting screen.
* Fixed ready up status out of sync / outdated - ready up statuses were only updated when both teams were present and balanced.
* Allow players to unready themselves if their opponent joins and then leaves before readying up.
* Ensure that players do not have a left over PMF_NO_FIRING flag set or an outdated ready flag, such as when a match is aborted during the countdown.
* Fixed a shader issue on Premium Duel Scoreboard when no players are in the match.

I would like to get all of the demos and scorecards up as well as some stats at a later time. Maybe I will be able to go through all of that on Monday. But for now most have just been demanding the bronze and grand finals demos. Download these demos along with their shots and scorecards here.

They were incredible matches, so enjoy. :)

Update: The demos are now being moved to the official QuakeCon.org archive, and are currently unavailable through syncerror.com. I'll update everyone once the demos are accessible again at quakecon.org.

Until such time that the demos can be properly archived on the QuakeCon.org site, I have uploaded the CTF Open demos in their entirety to my FTP site.

This archive contains the Playoffs, Bronze, and Grand Finals demos; screenshots for the Grand Finals matches, match statistics information, as well as scans of the scorecards for each and every match.

If you are interested in only the bronze and grand finals, these are available in a single archive.

I anticipate uploading a similar package tomorrow containing the demos and results for the Intel Quake Live Duel Open.

Update: The demos are now being moved to the official QuakeCon.org archive, and are currently unavailable through syncerror.com. I'll update everyone once the demos are accessible again at quakecon.org.

Until such time that the demos can be properly archived on the QuakeCon.org site, I have uploaded the Duel Masters demos in their entirety to my FTP site.

This archive contains the Group Stage, Playoffs, Bronze, and Grand Finals demos; screenshots for the Semi-Finals, Bronze, and Grand Finals matches, Playoff seeding and statistics information, as well as scans of the scorecards for each and every match.

I anticipate uploading a similar package tomorrow containing the demos and results for the Intel Quake Live CTF Open.

Update: The demos are now being moved to the official QuakeCon.org archive, and are currently unavailable through syncerror.com. I'll update everyone once the demos are accessible again at quakecon.org.

We're pleased to announce the release of QUAKE LIVE Premium Pak 13. This release contains five new arenas from popular community authors, new player character skins, and a change to our Premium subscription model. Starting today, we will be regularly cycling the Standard arena pool. On the first Monday of each month, 21 arenas will be selected as playable for Standard-level matches. Newly released arenas will remain exclusive for at least three months, but every other arena is eligible to be included in the cycle.

In addition to this change, we are also introducing a new arena voting system to increase the variety of arenas played. Players playing on Standard-level matches will now have a choice between three arenas at the end of each match. The arena voted on will be the next match played. Premium matches will continue to have access to the entire arena pool, and matches created by our Pro players will continue to have the option to change arenas at any point.

Rounding out this update are new "Bright" and "Sport" skin variations for every model on the roster, to allow players to be any character in the game, but still remain highly visible. We also have a few updates to our new Start a Match to help manage matches. We've seen a tremendous increase in Start a Match activity in recent months, and we love seeing what modifications our players have come up with so far! Without further ado, here’s what’s new:

After the hazardous materials make their way through the facilities in Reflux, the water-based byproducts end up here in Infinity. This Capture the Flag arena was converted from its industrial uses after being abandoned years ago by the original owners. Long lines of sight down the center create opportunities to rail outgoing flag runners, who may choose to take a dip into the slower, but safer, water paths. A Quad Damage spawns in the middle every two minutes, so coordinate your attacks wisely!

A Team Deathmatch arena made by the team of Yellack and akm, Limbus also plays great in our Domination mode. The Quad Damage room offers interesting possibilities for fights, offering a route that requires some dexterity while jumping across high, exposed platforms. Don’t forget about the underground areas; Limbus is larger than it appears on first inspection.

A Duel arena that has you surrounded by—thankfully contained — corrosive material, the action in Silence is anything but. Silence is pretty tall as far as Duel arenas go, so you’ll have to be aware of your vertical surroundings. The Red Armor is placed for maximum grab-and-run potential, but you may want to keep an eye out for Railgun-toting opponents before you leap. Silence is a great addition to the Duel arena pool, and is also fun for small Free for All and Clan Arena matches.

Taking place in a sprawling base, Terminus is a very large Team Deathmatch arena with lots of room for tricks and advanced movement. Teams will vie for control for the Battle Suit and Quad Damage rooms, taking care to not get knocked into the fog, or knocked off the Quad platform, making any player who drops down easy fragbait. Terminus is also available for Domination play.

The author of Black Cathedral is back with a third arena: a Duel arena taking place in a stunning castle. Windsong Keep is nothing short of an artistic masterpiece in the QUAKE LIVE engine. Expect heavy combat around the ruined tower which holds the Red Armor. A Mega Health is located in another central room, but with ample room for ambush. Try not to get distracted by the beautiful visuals while running through the hallways. Windsong Keep definitely plays as well as it looks.

Post-Match Arena Voting: Voting for the next arena is now done during the end game scoreboard. You are able to switch your votes as many times as you want, every 2.5 seconds. Selecting an arena will mark you as ready, and the time spent at the scoreboard is now a fixed time.

Start a Match Presets: A Preset Manager is now available under Advanced Settings: give your presets a name, and store your favorite Start a Match settings locally. Loading presets can be done in as little as two clicks. If you're not sure what preset to choose, preview the changes before loading them!

New Match Management Options: Three requested options have been added to Match Management: Inactivity Kick Length to enable the idle kick seen on public matches, Enable Automatic Shuffle which will automatically shuffle teams when enough players are in warmup, and Shuffle Behavior to allow changing shuffles from default Skill Based option to Random. Server owners are automatically excluded from being kicked due to inactivity.

Clan Search: Search through all current clans by clan tag, or by clan name. Click on search results to view the clan's profile page.

Arena Statistics Graph: A pie graph of the player's top 15 arenas, sorted by games played, is available for Premium users on the Arenas tab.

* Resolved several instances where certain characters in clan names would cause the names to not be rendered correctly.
* Resolved an issue where a user could have a Premium-level arena in a Standard-level match, resulting in an error when starting the match.
* Resolved an issue where player models were not rendering properly in the Friend Earned Award popup.
* Resolved an issue where certain characters in match names were not being decoded correctly.
* Scoreboard will no longer count players that haven't fired a weapon in the team accuracy totals.
* Resolved an issue that may cause accuracy values on the scoreboard to be incorrect if you rejoined a match in progress.

* Server owners can no longer be callvote kicked from their own matches.
* Resolved an issue where votes could be called after a previous vote has already passed, but before the vote action was taken.
* Domination point captured/loss VO will only be played if cg_playTeamVO is enabled.
* Resolved an issue where Railgun rails would predict firing while chatting.
* Callvote menu is updated properly when “callvote map” is disabled.

* Item heights are now taller in PQL. Like flags, items cannot be easily jumped over.
* Added the ability to hold crouch at the top of jumppads to catch the ledge, instead of either a normal drop or a rampjump.
* Increased vertical knockback for more vertical popup from splash damage, without breaking self-splash or rocket jumps.
* Increase Plasma Gun splash radius from 20 to 32
* Increase Plasma Gun knockback from 1.10 to 1.25
* Increase Rocket Launcher knockback from 1.00 to 1.10
* Increase maximum knockback from 120 to 160
* Swim speed increased from 160ups to 190ups.

Bloodlust: Fixed blue’s offset flagbase.Devilish: The Quad Damage no longer spawns in Duel.Hidden Fortress: Fixed clipping in curve near 50hp and teleporter.Reflux: The Red Armor respawn time has been increased from 25 to 60 seconds.Reflux: Optimizations for performance, including the portals in base have been changed to teleporters (cannot see through them).Stonekeep: The Red Armor respawn time has been increased from 25 to 60 seconds.Toxicity: Optimizations for performance.

The world’s most competitive QUAKE LIVE® players will come together to go head-to-head at QuakeCon ® 2012, being held August 2-5 at the Hilton Anatole in Dallas, Texas.

Vying for their share of over $30,000 in prize money, top professionals will compete in the "QUAKE LIVE Duel Invitational Masters Championship" as well as the Intel-sponsored "QUAKE LIVE Capture the Flag Open", "QUAKE LIVE Amateur Duel" and "QUAKE LIVE Random Draw Free For All tournaments".

The Alienware Aurora combines the latest in gaming technology to deliver a premier gaming experience to even the most demanding hard core gaming fan. The Aurora is equipped with the Intel P67 Express chipset on a Micro-ATX motherboard with an unlocked BIOS to accelerate its Intel Core i5 and i7 CPUs. All new Aurora processors are shipped with Factory Overclocked Turbo Boost 2.0 for extra processing horsepower when needed, and the chipset also integrates SATA 6GB/s hard drive technology and SuperSpeed USB 3.0 ports. It also includes a multi-GPU supporting architecture enabling NVIDIA SLI or AMD Crossfire enabled GPUs capable of exceeding Full HD resolutions with game graphics settings cranked to the max.

For extreme multitasking, the Aurora offers up to 16GB of 1333MHz DDR3 dual channel memory. Combining this with the Aurora’s CPU and graphics options, the Aurora delivers an incredible gaming experience as well as the versatility required to engage in video editing or other resource-intensive creative applications. Aurora users can also enjoy massive storage options with high performance and data security with a RAID 1+0 configuration or opt for super fast solid state drives, packing in an amazing amount of performance in a mid-sized tower, and allowing Aurora owners to forego any sacrifice of upgrade options in spite of the Aurora’s compact size.

Gear Up For Battle
Immerse yourself in the all-new Alienware OptX™ 21.5" Hi-def monitor. Spot your opponents from afar with sharp resolution. Show off your team colors with rich, bright images. Stand out with a display designed to intimidate and impress.

Armed with Sophisticated Technology
Don’t compromise your gaming with a standard monitor. Gear up with a monitor packed with features that will leave your opponents begging for mercy.

Designed to Intimidate
Impress your opponents with a slim matte black bezel, sleek lines and a dramatic profile that sets the tone for serious gaming. The tilt, swivel and height-adjustability features offer exceptional adaptability for your comfort and setup.

Delivers the Ultimate Gaming Experience
Take on your favorite games and movies with an impressive 1920 x 1080 resolution for a Hi-def experience, complete with a 16:9 aspect ratio. Frag faster with the ultrafast 2ms response time (typical). Experience true victory in its highest form with 16.7 million colors. With dual HDMI ports, you can plug into your PC and your gaming console and achieve a rapid transfer of high-quality video and audio in a pure, uncompressed digital state.

24 players will be entering the Group Stage of the QC11 Duel Masters, 16 of which will advance to the Playoffs. Of our 6 groups of 4, the top 2 competitors from each group secure their place in the Playoff Bracket.

From the twelve competitors that did not advance, 4 players will be chosen. Not by stats, not by the admins, nor by random choice -- 4 players will be chosen by the community via Facebook. Our "Community Choice Award Poll" will become available shortly after Group Stages conclude at 17:30 CDT, 4 August 2011.

Cast your vote for your favorite player, someone who impressed you despite losing groups, a fan favorite top seed that fell in an upset, your friend. If you are one of these twelve players, feel free to use the polling time to drum up support and encourage others to vote your way to the Playoffs.

Unconventional for tournaments? Yes. Gimmicky, sure. But we hope that allowing the community to have some say in who gets to compete all while generating more gameplay in the Playoffs can only be a positive thing.

We hope everyone has an opportunity to follow the streams, and come time cast their vote.

The Intel® QUAKE LIVE Duel Invitational Masters begins with a group stage where the competitors are divided into smaller groups that battle in a series of round-robin heats. Each group is comprised of a top, high, mid, and low seed player. Here are this year’s Duel Invitational Group Standings:

Today's update, Quake Live Premium Pak 8, introduces 2 new Premium Arenas to QUAKE LIVE, new Start-a-Match features for Pro Subscribers and FreezeTag players, new and improved mouse input code, a TeamKill complaint system, an overhauled more flexible InstaGib system, match forfeit options, and a great number of website, game, and server fixes to improve the gameplay experience.

Premium Maps AddedRevolver (Small CA):Crafted by Wiebo de Wit, designer of the highly popular "Overkill" Clan Arena level of RA3 fame, Revolver is a small outdoor chamber with an overhanging grated walkway, a higher ground that holding can prove vital to victory.

Sorrow (Duel):Set in a foreboding dungeon, Sorrow is a brand new arena from Pawel Chrapka that is nicely suited for both Duel and small teamplay when a more strategic and paced style of play is preferred.

Web Updates
- Start a Match: Numerous options added, including ability to spawn servers at your skill level (tier).
- Start a Match: Options that are non-default, or will result in an unranked server will be hilighted
- Start a Match: Resolved certain combinations of settings that would result in an unranked server despite all visible options set to their defaults
- Match invites should now work more reliably, especially over map changes.
- Server tool tip hovers now report if a server is Premium, allowing you to identify Premium servers when using the Friends List.
- Accepting a friends request from a player who is actively online will now immediately show them on your friends list. Previously they would not show until their next time to come online.
- Fixed the duplicate friend invite issue.
- Fixed banned profile notices. Banned players will once again have a ban notice on their public profile.
- Weekly match stats now report up to 500 matches, it was previously limited to reporting only the first 100 matches played in any given week.
- Fixed site inactivity timeouts occurring during forum activity.
- Fixed auto-login from failing following an account idle timeout.
- Fixed issue preventing pro users with clan tags that began with a "+" from spinning Start-a-Match servers that others could join.

General Game Updates
- Added "forfeit" command to allow for an early end to a match.
- - Available to the losing player in Duel
- - Available to the losing player in team gametypes, when one player is left remaining.
- - Will end match immediately, note the game is forfeited, and award the loser a "Loss" instead of a "Quit".
- Added a forfeit condition check to all team gametypes. If one team quits, the match will now forfeit and award a win to the remaining team.
- Improved Intermission Delay, the delay has been reduced from 1000ms to 200ms to resolve many issues & complaints about what occurs in the last second of gameplay.
- Added server-side variables that allows us to specify the amount of armor, health, or weapons a player has upon spawning (g_startingArmor, g_startingHealth, g_startingHealthBonus, g_startingWeapons).
- Added the option of a simpler black frame fill rather than the white flash that occurs when teleporting (r_teleporterFlash 0).
- Added an error message to clients when some commands, such as "/kill" are attempted to be used on servers that do not support them.
- Colliding into a wall while running now places the player in a walking animation without footsteps, instead of running in place and producing footsteps. (This is an animation and footstep change only, no change to player speed, physics, or movement is made as a result of this).
- We now disabled firing at the end of warmup during match countdown to raise awareness of the match state transition and reduce accidental movement caused activity during the match countdown.
- Fixed the toggling of "Next Match" at the end of the match such that spectators can no longer toggle the readyUp status of in-game players.
- Fixed end-game command flooding of spectated clients.
- The end-game scoreboard now has a minimum viewing time of 5 seconds and a maximum viewing time of 15 seconds, dependent on whether players choose to click the "Next Match" button to minimize viewing time.
- Fixed 3 Player Callvote logic that was allowing a single "no vote" to make a vote fail.
- Fixed an issue that could generate killbeeps from gibbing player corpses.
- Fixed incorrectly defined FRAMETIME, which has accounted for various bugs or oddness in the game, especially in relation to our triggers (jumppads, movers, buttons, trigger hurts, trigger multiples).
- Fixed floating point imprecision that caused glitching in snapshot rendering.
- Fixed Battle Suit noise spam while wading in lava, sound event is now only triggered every second (damage is however still continuous).
- Fixed starting weapon selection code to ensure that the selected weapon is a weapon that was granted on spawn
- Fixed Default model/skin code. It will now attempt to use the model specified when a valid model but invalid skin is set and ensures that a teamskin is set when in team gametypes.
- Fixed faulty spawnflag behavior issue for trigger_hurts.
- Fixed an issue with railgun while using infinite ammo that prevented the rail trail from displaying.
- Fixed an animation issue that would occur on servers running more than 24 hours that previously could not be resolved without shutting down and relaunching the server.
- Fixed an infostring buffer overflow exploit.
- Fixed an exploit found that could be caused by use of a local command.
- Fixed references to server framerate to correctly account for timescale.
- Fixed AGEN skip code in parse stage of rendering.
- Fixed a typo in a Com_Error message "cientNum > 32" corrected to "clientNum >= 32".
- Fixed fastSky behavior when r_fastSky was set to non-zero, non-one values.
- Fixed Vertexlight issue in map compiling. We will over time be re-releasing the afflicted maps to resolve dark or off-colored vertexlighting issues.

Duel Updates
- Relaxed spawn system in Duel such that it now looks at 50% of the furthest away spawn choices with a minimum of 3 choices, instead of 40% with a minimum of 2 choices -- reducing the predictability of where a player may re-spawn.

Team Deathmatch Updates
- Added Teamkill Complaint system: When a player is teamkilled they will now be prompted as to whether or not they wish to file a complaint to the server verse the offending teammate. If you feel the TK was intentional, then file a complaint (F1). If it was accidental, then dismiss it (F2). If too many complaints are filed verse a player, the server will ban the player for the server for the remainder of the match.
- - Clients may disable the complain/dismiss vote prompt by setting cg_complaintWarning 0.
- Fixed a warmup condition in TDM that allowed you to start a match when no players were present on one of the teams.
- Fixed a warmup condition in TDM that allowed you to start a match with unbalanced teams.

Clan Arena Updates
- Fixed CA round behavior when roundtimelimit is set to 0, which will now disable the use of a roundtimelimit rather causing rounds to end immediately upon round start.

Capture the Flag Updates
- Fixed capturing the flag during the Intermission Delay bug, you can no longer capture in the last moments of the game after the time/scorelimit was hit.
- Added "droppowerup" command to allow you to drop a recently picked up power-up to a teammate. Like weapons and flags, the dropped powerup remains available for 10 seconds.
- Added a server-side variable that allows us to configure what drop abilities are permitted (dropflag, droppowerup, dropweapon). (g_dropCmds)

FreezeTag Updates
- We now use "You froze" centerprint in FT rather than "You fragged".
- We no longer allow you to thaw teammates through walls.
- Increased thaw radius from 64 units to 96 units.
- Frozen ice blocks now shrink as a player is thawed.
- Added Start-a-Match options for Pro Subscribers:
- "Environmental Respawn Delay", allows you to force a time delay before a player who died from an environmental death (such as jumping into a void) from thawing and respawning.
- "Reset Armor on Round", allows you to force a player"s armor value to reset at the end of every round.
- "Reset Health on Round", allows you to force a player"s health value to reset at the end of every round.
- "Reset Weapons on Round", allows you to force a player"s weapon loadout to reset to the spawn loadout at the end of every round.
- "Thaw Winning Team", allows you to prevent frozen members of the winning team to from instantly thawing at the end of the round, forcing the surviving winners to thaw their own frozen teammates.
- "Thaw Tick", allows you to control the audible thaw sound such that it can be heard by only teammates, all players, or disabled.
- "Enable Round Delay", allows the 4 second round delay to be disabled, allowing for a more action packed fast paced style of FT gameplay.
- Thaw messages are now displayed for players who die due to an environmental death to denote when a player is back in action and no longer considered frozen.
- Fixed Round Draws in FreezeTag. Announcer Voice is back and notifies you when there is a Round Draw. Neither team is awarded any points during a Round Draw, previously red was awarded a point during draws.
- Better handling of telefragging both living and frozen players: If you telefrag a living player, you are awarded a kill, they freeze, and then auto-thaw with no delay. If you telefrag an already frozen player in FT, they will then auto-thaw with no delay.
- Fixed zoomOutOnDeath code in FreezeTag; cannot zoom while frozen.
- Added prediction to triggers for frozen players (smoother triggering of jumppads, teleporters, doors while sliding into them)
- Fixed AutoThawTime behavior so that you may disable autothawing. Previously a g_freezeAutoThawTime 0 would result in an instant thaw upon freezing.

Instagib Updates
- Any weapon present in InstaGib now triggers a frag (splash damage excluded).
- Instagib is no longer is restricted to Railgun only, but now works with any weapon defined in g_startingWeapons. This allows us to introduce a great number of new InstaGib modes of play.
- Instagib no longer relies on damage output of any weapon. If damage is received it will gib the player (railgun is no longer forced to 666 damage).
- We now grant infinite ammo for all weapons present in InstaGib
- Extensive overhaul of the InstaGib code to improve logic, performance, and reduce rare issues that could result in players not dying when hit.

Mouse Code Updates
- Fixed an issue with in_nograb not being properly defined, that resulted in mouse sensitivity issues and mouse focus issues.
- Reworked mouse accel code to address outstanding issues such as: framerate dependency, a failure to preserve directionality, and misleading offset behavior. Now rather than offering two styles of mouse accel, one without these issue but fewer options and one with more options but known issues, we have now simplified it to one accel scheme that is highly customizable and reliable.
- - Added cl_mouseAccelPower // the power of the accel curve, 2 is the default traditional curve.
- - cl_mouseAccelOffset now defaults to 0.
- Added optional/alternative sensitivity scheme: Added m_cpi to set mouse DPI so sensitivity can be measured in cm amount. Counts per Inch (CPI/DPI) of your mouse, defaulted off. When enabled (by setting m_cpi to the CPI/DPI of your mouse) it changes sensitivity from a immeasurable number into a precise degrees per cm, ie sensitivity 18 would move you 18 degrees per centimeter of mouse movement, performing a 360 turn in 20 centimeters. More info can be found in our recent DevBlog post.
- - Default sensitivity, pitch, and yaw all remain the same. If you do not set m_cpi no changes are necessary to your mouse or sensitivity settings. If you use accel, you no longer need to specify a style of accel. Set your cl_mouseAccel to the desired strength, optionally assign a cl_mouseAccelPower, cl_mouseAccelOffset, or cl_mouseSensCap.
- Sensitivity, m_yaw, and m_filter cvars now replicate (get stored in repconfig.cfg and our database).

HUD Updates
- Callvotes now displays proper keybinds for "vote yes" and "vote no".
- Support for Infinite Ammo on weaponBar.
- Support for non-railgun weapons in InstaGib
- Changed frag obituaries to fade out
- Fixed roundtimer display in FT on the official "Large" HUD.
- Fixed HUD ranks in Duel and FFA.
- Reduced the size of the center print frag message in warmup, to both match the size utilized mid-game as well as prevent center print text from overlapping during warmup.
- Added a "Watch your fire!" warning to the center print frag message when you kill a teammate.
- Fixed itemPickupTime between map_restarts: Pickup messages will be cleared from the screen on map_restarts and when transferring from Warmup to Match-in-Progress; Can no longer obtain <item> x2 messages from picking up an item in warmup just before match start, and then picking up the same item type within 3 seconds.
- Obituary frag messages are now cleared from the HUD on map_restart.
- Improved the formatting of the low ammo warning centerprint; raised it higher to avoid some overlapping text in warmup.
- Fixed weaponBar weapon registration, so that you no longer have to switch to a weapon before it appears on the weaponBar.
- Fixed an erroneous low ammo warning sound when switching to weapons with infinite ammo.
- Added support for infinite ammo on HUDs.

Dev Console Updates
- Tab autocompleted cvars will now print their currently assigned value for easy setting lookup.
- Added con_scale (defaults 1.0), lower values result in a smaller font scale being used in the console.
- Cleanup, renamed more obscure cl_contimestamps to con_timestamp
- Cleanup, renamed cl_noprint to con_noprint

Bot Updates
- Added "bot_teamkill"; Activates teamkilling mode where bots disregard what team a player is on when selecting their targets.
- Fixed BotChat_HitTalking MOD (a bot"s knowledge of what they were hit with while they were chatting).
- Fixed Bot Characteristic in BotChat_EnemySuicide.
- Fixed actionFlag collision in botlib code.

QUAKE LIVE has been updated to address a number of issues, including one that could cause projectile weapons to deal no splash damage (such as no-damage rockets). In addition a long list of fixes we have brought additional game features including colorizable grenades, low ammo warnings, and a bulk of fixes and additions made in an effort to improve everyone's Team Deathmatch experience.

- Added cg_weaponColor <0xRRGGBBAA> (default: 0x007000FF). Used to colorize grenades according to cg_weaponColorStyle.
- Added cg_weaponColorStyle <1|2|3> (default: 1)
o 1 = In All Game Modes: All grenades colorized according to cg_weaponColor.
o 2 = In Team Games: Enemy grenades colorized according to cg_enemyUpperColor, all friendly grenades (including your own) colorized according to cg_teamUpperColor. In Non-Team Games: All grenades colorized according to cg_weaponColor.
o 3 = In Team Games: Enemy grenades colorized according to cg_enemyUpperColor, all friendly grenades (excluding your own) colorized according to cg_teamUpperColor, and your own grenades colorized according to cg_weaponColor.In Non-Team Games: All grenades colorized according to cg_weaponColor.

- Added per weapon Low Ammo Warnings that display when a weapon is below 20% max ammo (Less than 5 for weapons with 25 max, less than 30 for weapons with 150 max). Enabled using the pre-existing option: cg_drawAmmoWarning 1
- Added cg_lowAmmoWarningPercentile <0.01 - 1.00> (Default: 0.20) to customize when you are warned of being low on ammo.
- Added Low Ammo Warning sound to inform players of when their ammo becomes low, or when they are switching to a weapon with low ammo.
- Added cg_lowAmmoWarningSound <0|1> (Default: 1) Allows a client to toggle the low ammo warning sound on or off.
- Added cg_drawAmmoWarning <2> Allows a client to use a smaller text display for their 'Low Ammo Warning' and 'Out of Ammo' warning messages.
- Added Annoucer Voice-Overs to Team Deathmatch, such as "red team takes the lead".
- Added cg_playTeamVO <0|1> (Deafult: 1) Allows a client to disable some of the team related VO, to option out of the new Team Deathmatch VO behavior.
- Added cg_weaponBar <0|1|2|3|4> (Default: 1) Replaces cg_newWeaponBar.
o 0 - Disabled
o 1 - Left docked icons
o 2 - Right docked icons
o 3 - Center docked icons
o 4 - Large floating icons (Legacy Q3 Style)

- Added cl_allowConsoleChat <0|1> (Default: 0) Allows a client to use the console area as a chat box, text entries that do not begin with a '' will be transmitted as chat text.

- Fixed freecam spectators from causing projectiles to do no splash damage to some clients in-game.
- Fixed freecam spectators from causing some clients to pass through each other and/or get stuck together.
- Fixed smoothing issues in step code that caused some stair steps to be jittery.
- Fixed telefragging occurrences at initial spawn in Clan Arena.
- Fixed timeouts and pauses from causing competition matches to not properly report their stats.

- Fixed cg_speedometer issues that would cause spikes during teleports, respawns, or spectator switching; overall smoother display.
- Fixed cg_screenDamage 0 from inadvertently disabling cg_drawAttacker and cg_kickScale.
- Fixed handicap to now correctly affect rocket splash damage.
- Fixed spawning into a Clan Arena round with some weapon other than rocket launcher preselected.
- Fixed an issue that would cause players to take damage from players above them when trapped between a jumppad and an overhead player.
- Fixed the gauntlet from failing to hit players located directly below you. You still must crouch to hit.
- Fixed weaponBar in demo playback.
- Fixed weaponBar from displaying non-rail weapons in InstaGib
- Fixed overtime extensions from appearing in matches where there was no timelimit.
- Fixed power-up timers from counting down into the negatives when clients become lagged.
- Fixed (invisible) gibbed bodies from producing falling damage sounds
- Fixed 'flag held time' being reported incorrectly when a timeout or pause occurred during the flag run.
- Fixed the Invulnerability sphere display while in-use, the icon and 0-digit display will no longer be shown in the power-up area.
- Fixed minor issues with player model skin shaders.
- Fixed grammatical error on the sudden death respawn delay message.
- Fixed minor formatting issues with private server console prints not possessing carriage returns.

I'd like to hear everyone's opinion of our current spawn systems. Feel free to mention what you do like about them and what you don't. Give feedback as to how the systems may improve as well as making notes of any particular spawn locations that you really really dislike.

The current Duel spawn system spawns you at a point randomly between a few locations furthest from your killer at the time of your respawn (not death).

The current Team spawn system spawns you evenly throughout the map away from your teammates (disregards enemy locations entirely) to ensure that your team maintains coverage throughout the level.

We have several priorities atm that are more important than altering the spawn system, but if we receive some good suggestions I think it would be entirely worthwhile testing out some changes -- particularly in Duel. I'm fairly okay with the current system despite the downsides of some forcespawning that I'm aware of, but I'm all for change if its for the best.

At QuakeCon we announced a number of new and exclusive awards that we'd be offering to attendees related to their participation in the event. We're very happy to be awarding those with the update today.

For these, and other very special awards, we've created a new awards category called the "Trophy Case." Your trophy case will contain one time only awards that highlight participation or excellence in a designated QUAKE LIVE event, contest, or competition. The first awards in the Trophy Case will be related to QuakeCon 2009, but we will continue to designate other special events, competitions, and unique personal contributions to the QUAKE LIVE community for Trophy Case awards. Congratulations to everyone receiving a QuakeCon 2009 award.

Also for QuakeCon fans, we've added 2 event leaderboards - a QuakeCon 2009 BYOC leaderboard, and a QuakeCon 2009 Tournament leaderboard. To check out who did all the damage at QuakeCon, simply click the links or you can always click Leaders, then click the customize button and select "QuakeCon 2009 BYOC" or "QuakeCon 2009 Tournaments" from the "Timeframe" menu. Remember, you don't need a QUAKE LIVE account to check out the leaderboards, so if you're at the top and want to let someone know how much you R4WK - just send them the link.

- Added cg_deadBodyColor <0xRRGGBBFF> (default = 0x101010FF) Altering this cvar allows you to customize the color applied to dead bright bodies when cg_deadBodyDarken is enabled.
- Changed shotgun pattern to use 20 pellets in a diffused 3 ring pattern, each dealing 5 damage for a total of 100 damage.
- Added cg_smokeRadius_NG <0-16> (default = 16) Lowering the value of this cvar will scale the radius of the smoke puffs drawn in the nailgun trails. A value of 0 will entirely disable the smoke trails.
- Added cg_bubbleTrail <0|1> (default = 1) Toggling this cvar off disables the underwater bubble trails drawn behind many bullets and projectiles while underwater.
- Removed cg_noProjectileTrails due to the addition of the cg_smokeRadius_NG and cg_bubbleTrails.
- Added cg_waterWarp <0|1> (default = 1) Toggling this cvar off disables the minor under-water warping effected that exists when submerged underwater. The effect has little impact on gameplay but can be induce disorientation in some players.
- Added cg_zoomScaling <0|1> (default = 1) Toggling this cvar off disables the zooming in / zooming out scaling effect that is used as a transition between your cg_fov and cg_zoomfov; causing the +zoom to act as a quick snap to and from the zoomed fov.
- Added cg_zoomToggle <0|1> (default = 0) Toggling this cvar on alters the behavior of +zoom such that a single key press will enable zooming and a repeated keystroke disables zooming, no longer requiring players to hold the key down while zooming.
- Added cg_zoomSensitivity <float> (default = 1) The value of this cvar is multiplied to our current zoom sensitivity, allowing the user to increase or decrease their sensitivity while zoomed. A value of 0 will revert the zoomSensitivity code to the Q3 legacy code that was previously available in QuakeLive.
- Added cg_drawFragMessages <0|1> (default = 1) Toggling this cvar off disables the "You Fragged So-and-So" centerprint message from drawing on your screen. The shorthand obituary will still print to the HUD to make note of any kills.
- Added cg_buzzerSound <0|1> (default = 1) Toggling this cvar off disables the end-game buzzer sound in all gametypes.
- Changed cg_allowTaunt <0|1> (default = 1) to now also disable gesture events clientside in addition to disabling Team Arena style VO taunts when this cvar is disabled.
- Added cg_lightningStyle <1|2|3|4> (default = 1) Altering this cvar will cycle through various lightning stream effects: Default Q3/QL, QuakeWorld inspired, Team Arena shaft, and thin shaft options.
- Renamed cg_oldRail <0|1> (default = 1) to cg_railStyle <1|2> (default = 1). The new naming structure fits in line with the cg_lightningStyle and the old convention made little sense, as the reference "old" is lost between iterations of the game.
- Renamed cg_oldRocket <0|1> (default = 1) to cg_rocketStyle <1|2> (default = 1). The new naming structure fits in line with the cg_lightningStyle and the old convention made little sense, as the reference "old" is lost between iterations of the game.
- Renamed cg_oldPlasma <0|1> (default = 1) to cg_plasmaStyle <1|2> (default = 1). The new naming structure fits in line with the cg_lightningStyle and the old convention made little sense, as the reference "old" is lost between iterations of the game.
- Fixed "Falling Damage Received when Landing Crouched from Jumppads"
- Optimized cg_drawGun 0 by disabling the weapon sway/position calculations when the weapon is not being drawn.
- Changed cl_mouseAccel, cl_mouseAccelStyle, cl_mouseAccelOffset and cl_maxPackets to now replicate (save to config in database).
- Added cg_newWeaponBar 2 and cg_newWeaponBar 3 options for right and center aligned weapon ammo bars.

With this update we bring a number of large additions and changes to QUAKE LIVE. We have chosen to release this update today rather than on our usual 'Update Tuesday' as next week we make our way to QuakeCon. Beginning August 13th, QuakeCon will become home to the Intel® QUAKE LIVE Masters Championship, Intel QUAKE LIVE Open and the QUAKE LIVE Capture the Flag Championship and a 3,000 person Bring-Your-Own-Computer LAN event. In anticipation, this update is heavily focused on competition and spectator features to raise the bar and secure QUAKE LIVE's place as the best e-sports first person shooter title available.

* Added the ability to colorize the ‘bright’ skins for Keel, Visor, Tankjr, and Crash. Colors can be easily set by two new cmds: setteamcolor and setenemycolor

These commands accept one to three parameters to colorize the upper body, lower body and head of the bright skin. These parameters are entered in the form of letters, with a to x representing the rainbow, and two additional arguments of y (white) and z (gray). You may use a single color parameter to colorize the entire model one color, or up to three arguments to customize the players chest, legs and head.
Examples:

'setenemycolor h' will set the entire model green
'setenemycolor hy' will set the models chest green, legs & head white
'setenemycolor hyz' will set the models chest green, legs white, and head gray

If you wish to have a greater control over their color options, you can configure the individual cvars that the setenemycolor and setteamcolor commands assign values to. These cvars accept only RGBA hexadecimal parameters, such as 0x00FF00FF for bright green (0xRRBBGGAA format).

Setting these cvars are not required if you use the simple setenemycolor and setteamcolor cmds:
cg_enemyUpperColor
cg_enemyLowerColor
cg_enemyHeadColor
cg_teamUpperColor
cg_teamLowerColor
cg_teamHeadColor

* Added end-game buzzer sound.

* Added g_overtime to enable overtime periods. Overtime will be on by default in Duel and Team Deathmatch, with each overtime period lasting 2 minutes.

* Added Sudden Death Respawn Delays in sudden death games (CTF). Upon entering sudden death, the player respawn time will go to 3 seconds (from the default 2.1s during normal gameplay), and increment by one second every minute, up to a maximum of 10 seconds after 7 minutes of sudden death (listcvars g_suddenDeathRespawn*).

* Added cg_enableRespawnTimer to draw the respawn timings of certain items (armor, megahealth, powerups) for spectators -- on private servers only. This feature is dependent upon server-side shoutcaster privileges being enabled. Items are sorted by height according to their placement in the level for non-ctf games, and are sorted by team according to proximity from flag in CTF.

* Added cg_respawnTimerX and cg_respawnTimerY to control the position of where spectator respawn timers are drawn.

* Added ‘Large’ hud option as a comp-friendly alternative hud, selectable within the in-game Game Settings.

We're happy to bring you today's QUAKE LIVE update. As we continue to work through the remainder of this week our current focus is geared towards competition and shoutcasting features for QuakeCon 2009 - to be held this coming August 13-16. Included in today's update are some often requested clientside features and important fixes.

MESQUITE, Texas – July 15, 2009 – QuakeCon once again becomes the center of the professional gaming universe from August 13 – 16, 2009, as the best players in the world set their sights on Dallas, TX, and a chance to walk away with their share of one of the richest prize pools in professional gaming. With $50,000 in cold, hard cash on the line, more than 200 top professional and up-and-coming players will clash in three days of fierce QUAKE LIVE Duel and Capture the Flag championship tournaments.

[hide=$50,000 in prize money & shoutcast by djWHEAT and TosspoT]

“This year stands to be our best ever with three incredible tournaments, including exclusive tournaments for professionals and amateurs, $50,000 in prize money, the greatest game ever made for first-person competition, an outstanding sponsorship partner in Intel, and the best broadcasting team on the Internet,” said Todd Hollenshead, president, id Software. “Whether you’re watching all of the action live on-site, or you’re glued to your monitor at home, you can’t afford to miss a second of these great players competing for one of the most coveted prizes in professional gaming – the right to call yourself a QuakeCon Champion.”

Broadcasting live from the tournament floor and over the Internet, shoutcasting legends djWHEAT and TosspoT will go wire-to-wire, capturing all of the energy, excitement and behind-the-scenes drama, with live match coverage, player interviews and expert analysis. Totally free and open to the public, QuakeCon offers an unparalleled opportunity to see the greatest and most famous players in the world competing in the purest form of online competition at the coolest fan-based gaming event on planet Earth. More than 6,000 people are expected to visit the four-day LAN party, competition, exhibition and party.

[/hide]

Following is the QuakeCon 2009 Tournament Lineup:

[hide=The Intel® QUAKE LIVE Masters Championship]
There is no more definitive measure of gaming skill than the 1 vs. 1 duel, and for the first time ever, QuakeCon will feature known professionals and top QUAKE LIVE competitors in their own exclusive tournament. 64 of the world’s best QUAKE LIVE players will face-off for more than $25,000 in a double elimination bracket, with each match played in a best-of-three-games format. With two players left standing, thousands will gather at the QuakeCon Main Stage on Saturday night to watch as the survivors go toe-to-toe in a single elimination, best-of-five-games blow-out with $14,000 for the champion. [/hide]
[hide=The Intel QUAKE LIVE Open Tournament]
Available exclusively for up to 128 amateurs and up-and-coming competitors, the Intel QUAKE LIVE Open will offer players a taste of the excitement and pressure of professional gaming. Battling for a $2,500 prize purse, including $1,500 for the champion, players will compete in a single elimination bracket, with each match played in a best-of-three-games format. [/hide]
[hide=The QUAKE LIVE Capture the Flag Championship, Sponsored by id Software]
Simple, classic and thrilling to watch, the Capture the Flag Championship will feature 4 vs. 4 competitions for up to 32 teams battling it out in a single elimination bracket and best-of three-games format using five arenas. Those who come out on top will share in a $22,000 prize purse, including $12,000 for this year’s team of champions. [/hide]

Matches in both the Intel Masters Championship and Open Tournament will feature the same pool of seven arenas.

[hide=QuakeCon Live!]
Live streaming of Quakecon 2009 will be brought to you by QuadV and the Live on Three (LO3) team. Watch all of the action on-site from the broadcast lounge or tune in throughout the event to hear tournament play-by-play, color commentary and post-match interviews delivered by djWHEAT, TosspoT and other special guests. The entire co-production can be seen live at QuakeCon, and will also be delivered across the world’s largest content delivery network. If you can’t be at QuakeCon, then do the next best thing – catch all of the action at QuadV.com and djWHEAT.tv. [/hide]
[hide=Registration Information]
Players with professional gaming experience or extensive QUAKE LIVE experience can register for the Intel QUAKE LIVE Masters Championship on-site at QuakeCon from 12 noon – 3 p.m. (CT) on Thursday, August 13. Competitors qualified for the Masters Championship will be selected and seeded by a committee of experts at the close of registration. Players selected for the Intel QUAKE LIVE Masters Championship are not eligible for the Open Tournament.

Registration for the QUAKE LIVE Open Tournament is first come, first served at QuakeCon from 12 noon – 3 p.m. (CT) on Thursday, August 13.

Registration for the QUAKE LIVE Capture the Flag Championship is first come, first served at QuakeCon from 2:30 p.m. – 5:30 p.m. (CT) on Thursday, August 13.

While a formal announcement with the exact structure and complete rule-sets for this year's official QuakeCon tournaments is right around the corner, we wanted to provide the selected map lists so players can start practicing for the competitions.

Map selection will be handled in a new way this year where each player or team will have the opportunity to select a map within the first two rounds of play - before any maps are discarded. Complete tournament details, format, rules and prize money will be announced on Monday.

id Software and the QuakeCon organization today announced that QuakeCon 2009, the ultimate video game festival, party, and tournament, is changing venues to the Gaylord Texan, located just north of Dallas. The four-day event will occur over the previously scheduled dates of August 13rd–16th 2009. The Gaylord Hotel was the site of the two largest previous QuakeCon events in 2004 and 2005. As always, the event is FREE and open to the public thanks to the support of id Software, the QuakeCon volunteer staff, and the 2009 event sponsors and exhibitors.

QuakeCon will once again feature the largest BYOC (Bring-Your-Own-Computer) LAN party in North America - with spots for 3,000 gamers to hook their systems up and play on our world-class network. Of course, it wouldn’t be QuakeCon without the drama and intensity of the big-money pro tournaments, which will exclusively feature Duel and Capture the Flag competitions using id Software’s new free-to-play, web-based multiplayer game QUAKE LIVE – quakelive.com.

Attendees who made reservations at the Hilton Anatole Hotel will have their reservation at the Anatole automatically canceled, and will be required to make a new reservation at the Gaylord Texan at an equal or lesser rate. id Software and The Gaylord Texan are in the process of finalizing the transition of venue, and the hotel will begin taking room reservations for QuakeCon 2009 very shortly – please continue to check www.quakecon.org for more information on when and how to make reservations. Pre-registering for QuakeCon 2009 is recommended for reserving a seat in the BYOC, but QuakeCon is open to the public and free for all attendees.

More exciting details and announcements about QuakeCon 2009 will follow. Visit quakecon.org to get the latest information.

In 1997 Sten "ztn" Uusvali created the original version of Blood Run for QUAKE 1 as a homage to E1M5 Gloom Keep, and it became an instant hit. Following the release of QUAKE III Arena, ztn re-built Blood Run from scratch and released it in 2000 to an even greater reception. Over the past 9 years, Blood Run has become a staple of Duel competition, and a favorite of players around the world. Countless professional tournaments have been decided, and hundreds of thousands of dollars earned over the years within the halls of Blood Run.

Everyone on the QUAKE LIVE team would really like to thank Sten for allowing us the privilege of bringing Blood Run to QUAKE LIVE, and we know he was excited to once again bring many hours of fun to this community. Enjoy!

MESQUITE, Texas - December 18, 2008 - As temperatures begin to fall and the holidays are fast approaching, it's time to start thinking about your summer vacation to the THE must-attend gaming event of the year - QuakeCon 2009! id Software and the QuakeCon organization has just announced that QuakeCon 2009, the world's ultimate video game festival and party, will take place August 13 - 16, 2009, in Dallas, TX at the Hilton Anatole Hotel. As always, the event is FREE to all attendees thanks to the support of id Software,the QuakeCon volunteer staff, and the 2009 event sponsors and exhibitors.

QuakeCon will once again host North America's largest BYOC (Bring-Your-Own-Computer) LAN party - with spots for nearly 3,000 gamers to hook their systems up and play on our world-class network. Of course, it wouldn't be QuakeCon without the drama and intensity of the big-money pro tournaments, featuring id Software's new free-to-play, web-based multiplayer game QUAKE LIVE. QuakeCon also offers non-stop fun and entertainment for those that don't bring their own computer. The world's leading gaming and technology companies will be on hand to demonstrate their latest hardware and software in the 35,000 square foot exhibit hall, and every day of QuakeCon is packed with contests, entertainment, announcements, panel discussions, and parties.

Online registration for QuakeCon will begin at [time=2009-03-06 21:30 EST]. Participation in the BYOC, tournaments, exhibits, conferences, and all other events is free of charge.

The Hilton Anatole is now taking room reservations for QuakeCon 2009 through their custom QuakeCon reservation page or through their toll-free reservations number, 1-800-HILTONS. To receive the specially negotiated room rate of $145 (single, double, triple or quad occupancy) and the special daily self-park rate of $7 (regularly $15 per day), you must request the group rate for "QuakeCon 2009" or book through the link above when making your reservation. You must be a guest of the hotel to receive the discounted parking rate during the event. The hotel requires a first night's deposit on reservations (refundable up to 48-hours in advance of the first day of the event). Rooms at this special rate are limited.

Companies interested in receiving information on sponsorship and exhibitor opportunities should email sponsors@quakecon.org.

More exciting details about QuakeCon 2009 will follow. Visit www.quakecon.org to get the latest information. Plan your travel, reserve your hotel room and BYOC spot, practice those gaming skills and prepare to be blown away by another awesome QuakeCon.

The Jace Hall Show hits Dallas checking out Gearbox and then Jace visits us at id to talk with Todd Hollenshead, John Carmack and Tim Willits and to sneak a look at RAGE and DOOM 4. Jace gets a little more than he bargained for in the process. ;)

Schedule Includes First QUAKE LIVE and Xbox 360™ Competitions at QuakeCon

MESQUITE, Texas – July 9, 2008 – The thermometer is rising and it’s time to warm up those keyboards and controllers as the QuakeCon tournaments are upon us. QuakeCon 2008 will play host to a diverse and exciting line-up of events for competitive gamers, including the first ever Enemy Territory: QUAKE Wars™ console game tournament, the return of the any-one-can-win Quick Draw contests and the debut of competitions using QUAKE LIVE™. The Tournaments will take place during the 13th annual QuakeCon which is being held at the Hilton Anatole Hotel in Dallas from July 31 – August 3. More than 6,000 gamers from around the world are expected to attend the four-day event.

The QuakeCon 2008 Competitive Event Lineup is:

[hide=Read More]

The Intel QUAKE LIVE Championships
QuakeCon 2008 will mark the debut of the first-ever Intel QUAKE LIVE Championships pro tournament. QUAKE LIVE is id Software’s new game created to deliver the excitement and energy of a first-person multiplayer game to a broader audience through a free and easily accessible browser-based experience. The Intel QUAKE LIVE Championships will feature a classic $12,500 One Versus One tournament along with a $12,500 Capture the Flag Team Tournament.

The Activision Enemy Territory: QUAKE Wars Team Championships
Enemy Territory: QUAKE Wars™ makes its second annual tournament appearance with the Activision Enemy Territory: QUAKE Wars Team Championships. Featuring competitions on both PC and for the first time on Xbox 360, the tournament contests will enlist six-person teams to battle it out in double-elimination bracket-style competitive play, in which each squad will have the chance to attack and defend. On the Windows PC side, 16 teams will compete for $15,000 in prize money and in the Xbox 360 competition, eight teams will vie for $10,000 in prizes.

The Alienware Quick-Draw Challenge
For anyone who’s dreamed of competing for prize money on the QuakeCon main stage, the Alienware Quick-Draw Challenge offers $10,000 in prize money to randomly selected attendees competing in special QUAKE LIVE competitions throughout the course of the event.

In addition to their prize money, the top 2 finalists and teams in each of the above competitive tournament events will also be given tickets to the previously announced “QuakeCon Ultimate Power Up” raffle contest, sponsored by Ventrilo, for the brand new 2008 Corvette. Additional raffle tickets and eligibility will be subject to contest rules.

“QuakeCon 2008 will be the grand slam of competitive gaming with the best games and an amazing prize list,” said Todd Hollenshead, CEO, id Software. “We’ve partnered with our sponsors this year to bring the top competitive players what they want most: skill based games, top money prizes, the most enthusiastic fans and audience and the world’s best Finals party!”

More information, including map names, prize money distribution, detailed format and rules, and sign-ups for both tournaments will be available soon at www.quakecon.org.

QuakeCon Ultimate Power Up Rules:
QuakeCon 2008 registered attendees who are 18 years of age and older AND are legal residents of the United States, its territories and possessions and the District of Columbia are eligible to participate. No purchase necessary. 250 raffle tickets will be distributed throughout the event. Additional information about contest rules, eligibility and requirements will be available at www.quakecon.org.

As temperatures begin to rise it's time to start planning the ultimate summer vacation to THE must-attend gaming event of the year - QuakeCon 2008. That's right! The world's greatest gaming festival and party will take place July 31 – August 3, 2008 in Dallas, TX at the Hilton Anatole Hotel. As always, this event is FREE to all attendees thanks to the incredible support of the QuakeCon volunteer staff, id Software, and the event sponsors and exhibitors.

QuakeCon will once again host North America's largest BYOC (Bring-Your-Own-Computer) LAN party, as well as an expanded exhibits area with nearly 60 companies demonstrating their latest products. Of course, it wouldn't be QuakeCon without highly-competitive tournaments for serious cash and bragging rights, parties, contests, entertainment and announcements.

Registration for the BYOC area will kick off at 9 p.m. ET on April 30, 2008 at www.quakecon.org.

The Hilton Anatole is now taking room reservations for QuakeCon 2008 through their custom QuakeCon reservation page or through their toll-free reservations number, 1-800-HILTONS. To receive the specially negotiated room rate of$137.00 (single, double, triple or quad occupancy) and the special daily self-park rate of $5 (regularly $15 per day), you must request the group rate for "QuakeCon 2008" or book through the link above when making your reservation. The hotel requires a $50 non-refundable deposit on group reservations, which will be credited to your final room bill upon check-out. Rooms at this special rate are limited.

Companies interested in receiving information on sponsorship and exhibitor opportunities should email sponsors@quakecon.org.

More exciting details about QuakeCon 2008 will follow. Visit www.quakecon.org to stay on top of the latest information. Plan your travel, reserve your hotel room and BYOC spot, practice those gaming skillz and prepare to be blown away by another awesome QuakeCon.

The Quake 4 1.4 Beta patch is now available for download. This update includes a host of features such as: refined hitboxes, optimized sound and network code, configurable fps caps, weapon balancing, server direct autodownloading, and addonpak fixes, to name only a few. We are especially excited to introduce our new spectator support to Quake 4 - Q4TV. The majority of our additions have been included thanks to direct community feedback. Your continued feedback on this beta will be greatly appreciated - q4bugs@idsoftware.com

We hope everyone enjoys the new content, features and fixes! For a more complete list of changes, please see the README

The 1.4 beta update affects pure server and protocol consistency. Therefore, players who update to 1.4 beta from ANY previous version will only be able to connect and play against other 1.4 beta users. Save games and demos created on any previous version of the game will not be compatible with the 1.4 beta update.

She’s lean, she’s mean and she eats n00bs for breakfast. She has competed at major tournaments like QuakeCon 2006 and even against pro greats like Johnathan “Fatal1ty” Wendel. In 2005 she took first prize in the Fatal1ty Shootout at QuakeCon by attaining the highest score against the pro star. She has been playing games since she was 18 months old and shows no signs of slowing down. Oh yeah, all this and she’s only 8 years old.

We are proud to release the first of hopefully many videos showing off Delta's gameplay. This movie, by mccormic and Ver1tas, is one of the finest Q4 frag videos released to date and acted as the introduction to our QuakeCon 2006 Mod Discussion Panel presentation. I hope all of you enjoy it! We have lots coming in the nearing days, so keep your eyes focused on Delta and what we have in store.